TES V Ideas and Suggestions # 184

Post » Sat Feb 19, 2011 12:08 pm

Topics merged :)
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Josh Sabatini
 
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Post » Sat Feb 19, 2011 12:04 pm

Heres a suggestion for TESV: shoot Todd and put Shinji Mikami in his place.
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Nomee
 
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Post » Fri Feb 18, 2011 8:43 pm

We need the cool spells from MW back, like teleportation and levitation. They really made you feel powerful. If the city rendering is a problem, put invisible walls emanating from the walls of the walled cities or flash a loading screen when you try to levitate into a city.
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Natasha Biss
 
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Post » Fri Feb 18, 2011 8:51 pm

A great boost to alchemy would be to separate the spell types from the potion types so there isn't much overlap, but it would also help a great deal to remove the insanely boring types of potions. The Witcher was pretty great in that regard, none of their potions were boring.

For example, Oblivion had a poison that would damage the enemy's luck for five points over twenty seconds or something. It doesn't get more painfully lame than that.

Though it is stupid to use a potion of cure paralysis on yourself, as you can't drink potions when you're paralyzed. A potion that would prevent that would work, but you're getting into corny era Batman territory. Good thing I drank my anti-sharkbite potion before I went swimming, and so on.
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Jenna Fields
 
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Post » Sat Feb 19, 2011 1:29 am

Slings.
Buildings are destroyable (if put under enough force). People rebuild after things have been demolished.
NPCs pick things up if you knock them over.
Enemies don't get stuck running into walls.
Far more interesting under water scenes.
No encounter music just the same theme for that area that slowly mixes as you go from one area to another.
You can hit with anything.
More faction quests.
Scientific discoveries are made as you spend time playing/do certain quests. (ie finding a more advanced version of Skooma)
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Charlotte Lloyd-Jones
 
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Post » Sat Feb 19, 2011 8:03 am

I want to see a "Navigation" skill added to the game. With a low skill, NPC directions don't give you a very good map marker. Using Balmora from Morrowind as an example, once you get the directions you'll know the general location of the place represented by a circle within a range around the location, but not centered on the location. Once you travel there, your map marker will be a bit better, perhaps with the circle getting smaller as you become more familiar with the location. Eventually, after manually traveling there many times, you will know exactly where it is, and can finally fast-travel there. When you fast-travel at a lower skill, though, you aren't always going to be close to your destination. For example, you might have only visited Cheydinall twice with a low Nav skill, so you arrive about a thousand yards away from your destination. Traveling around and reading maps you can pick up in the environment will increase your navigation skill, and you will be able to learn locations faster. Traveling away from roads will improve your skill faster.

For example, a Novice will be able to fast travel to a new location after visiting it 20 times.

An Apprentice will be able to fast travel after 15 times.

A Journeyman can fast travel after 10 times, and can fast-travel directly to city stables.

An Expert can do it after 5 times.

And a Master can do it after only visiting once, and can fast-travel directly into cities, automatically stabling their horse.

You can have a fast-travel location added to your map by the use of unique pickups. For example, you might find an object called "Map to Anvil" on Oblivion, and that will add Anvil as a fast-travel location.

Additionally, the game would have a silt-strider style of travel, and if you use that instead of walking, it counts towards your "Times Visited" for a location, but you don't get an increase in your Navigation skill.
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BethanyRhain
 
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Post » Sat Feb 19, 2011 5:36 am

I want to see a "Navigation" skill added to the game. With a low skill, NPC directions don't give you a very good map marker. Using Balmora from Morrowind as an example, once you get the directions you'll know the general location of the place represented by a circle within a range around the location, but not centered on the location. Once you travel there, your map marker will be a bit better, perhaps with the circle getting smaller as you become more familiar with the location. Eventually, after manually traveling there many times, you will know exactly where it is, and can finally fast-travel there. When you fast-travel at a lower skill, though, you aren't always going to be close to your destination. For example, you might have only visited Cheydinall twice with a low Nav skill, so you arrive about a thousand yards away from your destination. Traveling around and reading maps you can pick up in the environment will increase your navigation skill, and you will be able to learn locations faster. Traveling away from roads will improve your skill faster.

For example, a Novice will be able to fast travel to a new location after visiting it 20 times.

An Apprentice will be able to fast travel after 15 times.

A Journeyman can fast travel after 10 times, and can fast-travel directly to city stables.

An Expert can do it after 5 times.

And a Master can do it after only visiting once, and can fast-travel directly into cities, automatically stabling their horse.

You can have a fast-travel location added to your map by the use of unique pickups. For example, you might find an object called "Map to Anvil" on Oblivion, and that will add Anvil as a fast-travel location.

Additionally, the game would have a silt-strider style of travel, and if you use that instead of walking, it counts towards your "Times Visited" for a location, but you don't get an increase in your Navigation skill.

What would there be to stop novices running out of the area and back in 20 times?
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Victoria Bartel
 
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Post » Sat Feb 19, 2011 8:12 am

What would there be to stop novices running out of the area and back in 20 times?

That's a simple programming concern. A player would have to travel through a certain number of cells before returning. Using Oblivion as my example again, they could travel between Kvatch and Anvil a few times, or just wander the area around Anvil. This simulates getting to know an area before understanding where it is.

I think my system would be a happy medium between Morrowind's manual travel focus and Oblivion's fast-travel. You are forced to manually travel everywhere a bit before you can fast-travel, so it'll make sure no one can really complain about the tedium.

For balance reasons, it may make sense to allow players to buy maps to the major cities for some set sum of gold in addition to them being found in, say, NPC houses. Maps essentially serve the same function as Spell Books in Oblivion.
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Pants
 
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Post » Sat Feb 19, 2011 4:54 am

I want to see a "Navigation" skill added to the game. With a low skill, NPC directions don't give you a very good map marker. Using Balmora from Morrowind as an example, once you get the directions you'll know the general location of the place represented by a circle within a range around the location, but not centered on the location. Once you travel there, your map marker will be a bit better, perhaps with the circle getting smaller as you become more familiar with the location. Eventually, after manually traveling there many times, you will know exactly where it is, and can finally fast-travel there. When you fast-travel at a lower skill, though, you aren't always going to be close to your destination. For example, you might have only visited Cheydinall twice with a low Nav skill, so you arrive about a thousand yards away from your destination. Traveling around and reading maps you can pick up in the environment will increase your navigation skill, and you will be able to learn locations faster. Traveling away from roads will improve your skill faster.

For example, a Novice will be able to fast travel to a new location after visiting it 20 times.

An Apprentice will be able to fast travel after 15 times.

A Journeyman can fast travel after 10 times, and can fast-travel directly to city stables.

An Expert can do it after 5 times.

And a Master can do it after only visiting once, and can fast-travel directly into cities, automatically stabling their horse.

You can have a fast-travel location added to your map by the use of unique pickups. For example, you might find an object called "Map to Anvil" on Oblivion, and that will add Anvil as a fast-travel location.

Additionally, the game would have a silt-strider style of travel, and if you use that instead of walking, it counts towards your "Times Visited" for a location, but you don't get an increase in your Navigation skill.
I think it should be done with landmarks and routes instead of times visited, and it needs to be in conjunction with the survival skill.

Maps like http://media.giantbomb.com/uploads/0/6812/208206-black_marsh_map_oblivion_large.jpg look good in the game, and they aren't terribly time consuming to put out. Considering that, I say they make a ton of the maps and integrate them into the game world.

I'd firstly suggest that you'd have to buy all the maps you were going to use, as well as the compass. They had a wet compass in Redguard, so we know they can be items. Next, you'd need to buy the map or get the guide to the town if you wanted anything zoomed in. Buildings wouldn't have mini-maps or anything, they weren't tourist friendly. For more detailed maps of places outside the city, you'd have to talk up scouts and local mapmakers to get a map of the smaller piece of terrain, and to put landmarks and locations on there. As always, you can either pay for information about the area, or you can work for it with exploration.

Using the maps this way, you can also use them to fast travel. The map interface should be in this http://multiplayerblog.mtv.com/wp-content/uploads/2008/09/fcry2mapbig.jpg so you don't have to be in a menu to operate. The animation to bring those out looked alright too.

To fast travel with them, you'll need to be able to navagate the paths, edges, districts, nodes and landmarks. The more you know, the better you'll be able to fast travel. The Outdoorsman skill will let you be better at dead reckoning and fast travel off the roads, while better Equestrianism skill will let you evade fast travel traps along the way.

When you get a quest from someone, they'll point to where it is on your most relevant map and you'll mark it. None of that quest marker business, so you can't mark people with it. Only locations.

As a standard, many maps need to be wrong, or just flat out lies. In this time, the boundaries are only somewhat agreed upon. Disputes over borders are still a common thing, and maps are one of the best ways to lay claim to something. Each noble would likely have his own type of map for his or her interests, and make their subjects see it their way. There shouldn't really be an official map of what is what in the world, and the overall map needs to look quite a bit like the basic Oblivion map. It shows the major cities, a couple major roads, and the basic outlines of topography, but it's pretty sparse.

Then, maps by membership. Chances are that they aren't going to map every wayshrine of Arkay on a merchant's travel map, so you'd have to talk to the right people. Find someone in the town who worships Arkay, and don't forget that the society is henotheistic. Believing in Mara doesn't mean you give a crap about Kynareth. Getting maps as rewards again will be a great thing.

Lastly, you can sell locations to people. If you find an unmarked trade route, you can sell that info to some bandits. If you find out where the Baron's summer getaway house is, you can tell his enemies, or for a lesser price the Thieves guild. The guild might resell the info to the Baron's enemies, and clean house once they're through with the place. You guys might remember in Daggerfall being able to choose how you finish quests by taking evidence to someone related to the quest for a different outcome. There was a time Helseth was having you deliver a message for him, but you could take it to Barenziah for her approval and reward. You'll also remember revealing the mine to the elf in Vivic city in Morrowind, and that he gave you a daedric weapon for it. That's the kind of deals you should be able to work out. It's up to you to find and sell what they might be interested in.
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saharen beauty
 
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Post » Sat Feb 19, 2011 9:46 am

So I've been thinking a lot about how to make combat for TES V better. I'm sort of new to this whole party in this section of the forums, but does anyone else think that Beth should work with Taleworlds, the developers of M&B, in making an awesome new combat system?

I've been playing Warband a lot online lately, and the combat really has a lot of depth to it. The coolest part about it is that you can chamber block, you can control what direction you swing AND block with, using only your mouse. It's honestly the BEST combat system for a game I have seen. It's a bit wonky, but that is to be expected. Taleworlds is an indie developer, but imagine what could be done with Beth's millions? Anyone else think this would be a good idea?
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Undisclosed Desires
 
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Post » Sat Feb 19, 2011 11:53 am

I have not posted in a eternity so here yah go my friends.

1. When you go in water you are soaked where the water touched you.

2. Bring back spears let them beused with sheilds.

3. Bring back crosssbows but make them a little more easy to get.

4. I would like capes and cloaks for warmth/coolness (think desert arabian on how that works) and for blending in.

5. The need to eat/drink and sleep.

6. The campfire saving you from the cold butt atarcting some monsters while bringing some in. (Could be quests and more interaction involved.)

7. A real economy.

8. A crafting systum that was large.

9. Native mounts but keep horses.

10. Kill off fast traval make more ways to traval and more in depth simplcity as well.

11. Buying trade mounts like pack horses and guards while you bring massive amounts of things from all over your adventures to sell across the place. (real econamy.)

12. Just plain old more realism.

13. Please give us horse combat. To balance this a little duh your alot more strong on a horse we can make it so that horses have like real life endurance.

14. More wildlife that cant harm us like rabits snakes and butterflys. But snakes could but still. They could also be used in crafting.

15. Quests have multiple endings and ways to go.

16. Give us 2 main quests so we dont have to save the empire.

17. Please make the game in skyrim.

18. Please add more my fellow fourm posters.

19. P.S. I forgot to add a much better reworked combat systum.
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Ann Church
 
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Post » Sat Feb 19, 2011 8:37 am

So I've been thinking a lot about how to make combat for TES V better. I'm sort of new to this whole party in this section of the forums, but does anyone else think that Beth should work with Taleworlds, the developers of M&B, in making an awesome new combat system?

I've been playing Warband a lot online lately, and the combat really has a lot of depth to it. The coolest part about it is that you can chamber block, you can control what direction you swing AND block with, using only your mouse. It's honestly the BEST combat system for a game I have seen. It's a bit wonky, but that is to be expected. Taleworlds is an indie developer, but imagine what could be done with Beth's millions? Anyone else think this would be a good idea?
I have no idea what a chamber block is.
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Silvia Gil
 
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Post » Sat Feb 19, 2011 5:42 am

Welcome to TES V Ideas and Suggestions # 184

This thread is for ideas and suggestions for TES:V and future games, and to keep all the general discussion in one series of threads.

To discuss major issues, use a separate topic, such as the leveling topic.

Other general topics on this will either be closed or moved here.

Please at least try to read the previous few threads to avoid too much repetition: Note, there has been a lot of off topic and unnecessary discussion in past topics, please ensure that any posts you make in this thread are suitable to the subject being discussed. The moderators will be keeping a close eye on the content.


http://www.gamesas.com/index.php?/topic/1102208-tes-v-ideas-and-suggestions-170/
http://www.gamesas.com/index.php?/topic/1104003-tes-v-ideas-and-suggestions-171/
http://www.gamesas.com/index.php?/topic/1105916-tes-v-ideas-and-suggestions-172/
http://www.gamesas.com/index.php?/topic/1107672-tes-v-ideas-and-suggestions-173/
http://www.gamesas.com/index.php?/topic/1109526-tes-v-ideas-and-suggestions-174/
http://www.gamesas.com/index.php?/topic/1111409-tes-v-ideas-and-suggestions-175/
http://www.gamesas.com/index.php?/topic/1112090-tes-v-ideas-and-suggestions-176/
http://www.gamesas.com/index.php?/topic/1112872-tes-v-ideas-and-suggestions-177/
http://www.gamesas.com/index.php?/topic/1113694-tes-v-ideas-and-suggestions-178/
http://www.gamesas.com/index.php?/topic/1115083-tes-v-ideas-and-suggestions-179/
http://www.gamesas.com/index.php?/topic/1116332-tes-v-ideas-and-suggestions-180/
http://www.gamesas.com/index.php?/topic/1117711-tes-v-ideas-and-suggestions-181/
http://www.gamesas.com/index.php?/topic/1118847-tes-v-ideas-and-suggestions-182/
http://www.gamesas.com/index.php?/topic/1120296-tes-v-ideas-and-suggestions-183/


As i'm sure litterally everything has allready been discussed i just wanted to add my two pence,

THe only thing oblivion lacked was a CO-OP (why in Codes name don't we focus more on this aspect) mode. It's a game I can still pick it up and play it to date but it lacks only that.

Multiplayer seems important. I registered especially to detail in this post the request of my housemates and myself.

PLEASE can we see some form of LAN implementation, I'm aware that's a long shot so...

What we really really want is some sort of multiplayer. We and countless other fans have tried every mod available for the epic Oblivion game but it's always left us feeling like we shouldn't have bothered.

We're not World of Warcraft [censored] so we don't really want the game to copy it in anyway. We're a little worried that if TES V becomes an MMO that it will charge a high monthly fee. So we talked (house mates and I) and feel that we could quite easily cope with a multiplayer with 8 - 50 people depending on the style of the game? 8 player for those who want to quest together and up to 50 if there were to be some sort of clan battle.

Anyway. I believe that the game will shine regardless as TES have always followed thier own trend of making a great RPG with story and lately graphics.

Fingers crossed on a non-rushed and excellent game that isnt an xbox port and doesn't kill the franchise.

Cheers
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Michael Russ
 
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Post » Sat Feb 19, 2011 12:33 am

On the voice acting, a little something that bothered me was that the voices for Khajiit and Argonians seemed to "played".
While they should be a bit deeper and more "throat heavy" actually hire VAs who have deep voices and not ones to pretend.

Actually there are 2 German actresses I'd see as perfect VAs for female Argonians since they have naturally very deep voices, "Nina Hagen" (Who did the German voice of Yubaba in "Spirited Away", which was spot on) and "Katy Karrenbauer".
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zoe
 
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Post » Fri Feb 18, 2011 10:53 pm

As far as the voices go I actually dont care if they use big name voices for the characters. Oblivion made sure to advertise that Patrick Stewart was the voice of the emperor. But personally the emperors voice sounded a little fake. I much rather enjoy the comments from Morrowind when you walk by someone too close they ask you what you want and depending on how much they like you it was either a hello or a get away. The tones in Morrowind to me seemed right for the characters but I do agree that I would like to have more voices than just the one voice for all Argonians and other races. Having the same voice for an entire race or people makes it so i dont remember anything about that character. It also makes it feel less realistic and I like realism to a certain extent. Instead of spending all that money on one person for a character that dies in the first 20 minutes of the game spend that money on hiring 20 other people to do random voices. Im sure you could wander down to the college and pull hundreds of students that would make great voice overs. Of course you would have to pick and choose but its better than having every guard in the entire game sound the same..

Pardon the grammar by the way. Was writing this at work right before leaving for the day!
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Jose ordaz
 
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Post » Fri Feb 18, 2011 10:05 pm

A player taps their attack button while aimed in the proper direction right after their opponent releases an attack within something like a 50ms window of opportunity. Successfully doing this results in canceling the enemies attack and automatically following through with your own attack, which your opponent must in turn block/chamber/dodge
- chamber blocking.
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Amie Mccubbing
 
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Post » Sat Feb 19, 2011 3:54 am

- chamber blocking.
That's called a counter-attack; there's no reason for their game to call it chamber blocking as it is neither chambering nor blocking, or any combination of the two.
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Penny Flame
 
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Post » Fri Feb 18, 2011 9:03 pm

I actually had that thought: as a fencer, a counter attack is basically stabbing a persons arm as they attack you though. (that is a somewhat simplified version)
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Dean
 
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Post » Fri Feb 18, 2011 11:57 pm

As far as the voices go I actually dont care if they use big name voices for the characters. Oblivion made sure to advertise that Patrick Stewart was the voice of the emperor. But personally the emperors voice sounded a little fake.

Personally, I wouldn't say that it sounded fake. More like, you knew who the voice belonged to, so it sounded off. Instead of saying, "Whoa, the Emperor", people were too busy making witty remarks about Captain Picard because the voice was too damn familiar.

I much rather enjoy the comments from Morrowind when you walk by someone too close they ask you what you want and depending on how much they like you it was either a hello or a get away.

This is one thing that I love about Elder Scrolls games (I believe it also occurred in Oblivion), just the passing comments that people make when you walk by them. It's little things such as this that go a long way into making the world feel much more alive...even if the NPC's are glued to the same spot 24 hours a day.

The tones in Morrowind to me seemed right for the characters but I do agree that I would like to have more voices than just the one voice for all Argonians and other races. Having the same voice for an entire race or people makes it so i dont remember anything about that character. It also makes it feel less realistic and I like realism to a certain extent. Instead of spending all that money on one person for a character that dies in the first 20 minutes of the game spend that money on hiring 20 other people to do random voices. Im sure you could wander down to the college and pull hundreds of students that would make great voice overs. Of course you would have to pick and choose but its better than having every guard in the entire game sound the same..

This I also agree with. it always bothered me that Bethesda have gone out of their way to hire big name voice actors in their last couple of games, only to have them die off relatively early on in the story. It would certainly be much easier to hire a large batch of voice actors, and have numerous voices for each race.

>mfw this is my first post in forever. :disguise:
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Anna Kyselova
 
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Post » Sat Feb 19, 2011 9:58 am

Personally, I don't see why the next installment of the elder scrolls series cannot start out with a co-op feature. And please, don't call it "multiplayer," as that only means a deathmatch arena which would be a no-buy-er for me, flat out. To think adding a co-op feature would heavily detract from dev time is absurd, it doesn't add much more time at all -and yes, I know what I'm talking about. As far as it detracting from them making a good single player campaign, the campaign is utterly unchanged. If they had to make a seperate campaign for co-op, they would be admitting to not knowing the first thing about co-op games. Right now, co-op RPGs are the big seller and would enhance the product immensely -without changing the game for lovers of solo play in any way whatsoever. Its a binary choice, play solo or play with friends. No one can force you to co-op. But with the wave of new co-op games coming out, if I have a choice between playing with my friends or playing solo, the solo game will lose. Why not capture both markets, make everyone happy, and profit well from being on the cutting edge? Arguing for less choice, less options, and a more narrow market is pretty lame, but go on -many of you will cook up reasons why you feel it should be more limited. When I first posted this idea, it was flamed to bejesus by what I can only imagine is the unfriendliest forum community I've found yet. So here, devs, is my idea. Take, leave it, I no longer care and will no longer reply to this forum, thanks to your snarky members. Good day.
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Connor Wing
 
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Post » Fri Feb 18, 2011 11:30 pm

I have a few ideas for ES:V game that I think it would improve what already is a great game:

To start, I think the characters' class should be earned, acquired by making different choices while playing the game. I think one should start as a "civilian" or "adventurer" or with no class at all. You should be able to choose your specialization (Combat, Magic or Stealth), which will determined which classes you can be. For example, if your specialization is stealth you can earn to be an Assassin, Thief, etc, but not a Battlemage or Barbarian. And not only that but that your class be meaningful in the game. For example, an honorary title like being a knight is basically meaningless in the game. Nobody recognizes you as a knight. Recognition is Vital.
Also I think they should restrict the Guilds you can be in. E.g. If your specialization is Magic you can be in the Mages Guild but not in the Fighters or Thieves Guilds. If your specialization is Combat, then you can be in the Fighters Guild but not in the other two. If your specialization is stealth, then you can be in the Thieves Guild, not in the other two. And if or when you become Master of your Guild, everyone should recognize you, especially your own guild, as a Master.

Since Morrowind you can hire mercenaries, in Oblivion you have different people that aid you during the game. So I think they should make a "soldiers for hire" place, where you go and hire a companion and then customized him/her as we customize our own character. I also think it would be a good idea for the especially for the PS3 version, and even the Xbox version, that they make this a Split screen Co-Op where the "hired soldier" is used by a second player.
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Mark Hepworth
 
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Post » Fri Feb 18, 2011 11:18 pm

When I first posted this idea, it was flamed to bejesus by what I can only imagine is the unfriendliest forum community I've found yet. So here, devs, is my idea. Take, leave it, I no longer care and will no longer reply to this forum, thanks to your snarky members. Good day.


I'm sorry that you weren't made welcome by the community. Most of us are nice, though! :hugs:

Anyway, I think the main problem with co-op for me is that one player would just have to be an ordinary henchman, and wouldn't be able to expierience the full Elder Scrolls experience. Also, the term "co-op" is usually associated with "multiplayer" which is usually associated with online playing, which is, in turn, associated with immature, jerky little children trying to be cool by insulting everyone they play with.
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TIhIsmc L Griot
 
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Post » Fri Feb 18, 2011 10:24 pm

Also I think they should restrict the Guilds you can be in. E.g. If your specialization is Magic you can be in the Mages Guild but not in the Fighters or Thieves Guilds. If your specialization is Combat, then you can be in the Fighters Guild but not in the other two. If your specialization is stealth, then you can be in the Thieves Guild, not in the other two.

I think there should be restrictions too, but that sounds a bit heavy-handed. There's no reason a battlemage (a character that actually specializes in combat and magic, not someone who just picks the class), for instance, shouldn't be able to join both the Fighters Guild and Mages Guild... although, being unable to master magic nor combat, would not be able to advance as far as a pure mage or fighter in their respective guild. Similarly, a character that specializes in magic and stealth should be able to join the Mages Guild and Theives Guild to the same effect.
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~Sylvia~
 
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Post » Sat Feb 19, 2011 10:54 am

Im using a cool fighting method for combat in Gothic 4. I take out my bow and shoot em at long range, and keep moving back and back shooting the enemies, then when they close it I zap them with Lightning which stuns them for a few seconds, then while theyre stunned I jump in with my big sword and whack them to death. This works realy well against most oponents. theres nothing I cant kill. So how about merging combat styles? In TES IV I only end up using either only magic, or only melee, or only bows, and i only need to use just one style. I like how the combat in Gothic 4 is quite diverse.
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QuinDINGDONGcey
 
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Post » Sat Feb 19, 2011 9:10 am

hardcoe MODE!!!!!!
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Guinevere Wood
 
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